Combined gaming system for simulated professional wrestling

ABSTRACT

Ninety move (6 regular rows, at least 1 down moves row, and 2 or more auxiliary rows) Hold sheets and a two to four player Combat game mechanic played therewith. The Game Characters are invented by the individual and assembled according to instructions in a manual and assembled with components included with the product. The game mechanic uses two sets of six dice, including but not neccessarily limited to: two four sided dice, two six sided dice, two eight sided dice, two ten sided dice, two twelve sided dice, and two twenty sided dice. These are to be made of two colors and those two colors only to make dice identification easier for each side, one of each type per player.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The Inventor is aware of other games on the market such as board games, card games, roleplaying games and strategy games, and is of the opinion that these games—while possessing a token amount of similarity, as all games do—is as inherently and profoundly different from the same as to merit a new genre in the field of game mechanics. Having Aspects of roleplaying, board, strategy, and card games, it is both like and unlike any of the same.

2. Brief Description of the Invention

This Invention is a combat game, with buildable characters in form of. Hold sheets around certain ordered criteria and played using dice to decide moves and determine their success or failure, roleplaying and strategic aspects.

BRIEF SUMMARY OF THE INVENTION

The Combined Gaming system is a customizable, strategy based wrestling dice game with some roleplaying aspects. It employs a list of moves that are employed on paper “hold sheets” and pits one player's “hold sheet” against another's with the idea of through the use of the actions on said sheet to subtract the opponent's energy to zero and inflict either a pin or a submission on him or her.

SUMMARY OF THE INVENTION

Our system, the Hyjinkerz Combined Game system (HCGS), is a combination of many aspects of all four genres, but is not entirely like any of them. Like the Roleplaying game, The HCGS has character sheets known as “Hold sheets” and these contain vital statistical information about the character such as strength, size, speed, bulk, experience, and skill, as well as the ninety moves and like all three games, dice are employeed to make the action happen. Unlike an RPG, however, a new campaign, or even a gamesmaster is not needed to play. This therefore lowers the necessary number to play to two, in a player vs. Player setting. Furthermore, while players list the actions their characters can take, within the written glossary of actions, the dice ultimately decides the action, more in the mold of the “Dice roll=pawn movement” category, but the formula here is “Dice roll=character action”

Like Board games, there is a definite beginning and end, (Either meeting certain criteria at a given time, or delivering damage as to make your opponent less than zero energy) as well as a board with vital information on it. There are no pawns however, the advancement of the game being executed with the hold sheet itself Thus, there are no playing pieces. Like a Strategy game, the Characters are customizable and the hold sheet itself is modular and can be changed easily between matches to improve a character, though this is not allowed for every match, and certainly not at tournament. Like a card game, the system is modular without being limited to cards, instead utilizing a list of holds included with the manual and employed on the holdsheets. Also, unlike the card game, Character creation, with distinct, realistic, unique designs, is feasible.

A BRIEF DESCRIPTION OF THE DRAWINGS

FIG. A. The Player's Manual, wherin is enclosed the rules, with instructions to construct “Hold Sheets” And including a glossary to facilitate the same.

FIG. B. Two sets of dice including: two four sided or Tetrahedron dice, two six sided or Cube dice, two eight-sided or “Octahedron” dice, two ten-sided or “Decahedron” dice, two twelve sided dice or “dodecahedron” Dice, and two twenty-sided or “Icosahedron” dice, as well as an Injury dice, which is a decahedron dice with ten and its multiples on it, rolled only when a five is rolled for outcome after damage was taken.

FIG. C: The Hold sheet, containing: The Wrestler's name, height and weight, his basic statistics of Strength (str), speed (sp), Skill (sk), Bulk (b), experience (ex), his two traits, which modify certain rules of the game, varying per hold sheet, sixty basic moves (six rows of ten moves) one row of “down” moves (A situation in which an opponent is down), and two more rows of auxiliary moves, which differ from hold sheet to hold sheet and allow a wrestler to mount an offense under different situations. Each Player gets 1 of each type, Each player getting a set of one color. There are two colors to make more clear whose dice is whose.

FIG. D: A quick reference guide, possibly mounted into a plastic case of some kind, that has much of the basic information needed to play the game, decreasing the amount of time players have to stop to look into the manual itself, and thus making the game go by faster and smoother.

DETAILED DESCRIPTION OF THE INVENTION

When first looking at the game in a physical sense, the simplicity of the product and its accessories is prominent. Consisting only of the ten dice-ranging from the four-sided tetrahedron dice, to the Six sided cube to the eight eided octahedron, the ten sided decahedron, the twelve sided dodecahedron, and the big twenty sided Icosahedron—the Simple, thirty page manual, which includes character design, game background, and rules of play, as well as an eight-page moves glossary for the purpose of character creation, A quick reference card to limit trips back to the manual once gameplay has begun (To further streamline the game), and the holdsheets, on which rests the task of the gameplay itself. Aside from that, a notepad and pencil are necessary, and when marketed these will be included.

After reading the Manual, the players pick up their wrestler hold sheets, separate the dice by color (As there are two complete sets of the required random number generators) and set up the damage chart (A scrap of paper or a notepad), with the Wrestlers (or the player's initials) and 1000 energy points. After rolling the twenty sided dice to see who goes first, the higher number getting the honor of doing so, the action begins with said player rolling the six and ten sided dice simultaneously. The Six sided dice corresponds to the six rows of the holdsheet, read from left to right and then left to right again on the next set directly below. The Ten sided dice corresponds to the ten actions on each row, so if a player rolled a six on the six sided dice, but a three on the ten sided dice, then the action is to be read from row number six, move number three. For easier estimation these rows are numbered. We call the player who is rolling the move the “Attacker” and the one who is not “The Opponent”.

Damage is dealt by subtracting the amount of damage taken from the energy on the damage chart. It will be noticed that individual moves are not mentioned. This is so that players may add new moves as the real wrestling world invents new moves, thus making upgrades highly convenient.

Stat test: The Attacker rolls a move, the opponent chooses a stat and rolls. The higher the stat, the larger the dice. The chart below will show how this works. Stat dice 1 =  4 sided (Tetrahedron) 2 =  6 sided (cube) 3 =  8 sided (Octahedron) 4 = 10 sided (Decahedron) 5 = 12 sided (dodecahedron) 6 = 20 sided (Icosahedron) As you can see the higher number you have the bigger dice you may roll. There will be more about the details of this in the character creation section to follow the gameplay.

If the attacker succeeds, the opponent subtracts the damage from his energy on the damage chart and rolls an outcome roll. The attacker continues, moving to his situation and down moves as required, stat testing where necessary until:

-   1. he wins the match by pinfall (The Match ends and the attacker     wins) -   2. He drains the opponent to 0 energy and then does damage with a     submission hold (The Attacker wins) -   3. He misses a heavyblow or high risk move (The Opponent becomes the     attacker) -   4. The referee catches him cheating and takes away his weapon (The     opponent comes the attacker) -   5. He shows off to the fans. (The opponent becomes the attacker and     the former attacker cannot stat test the first move the opponent     makes) -   6. The opponent has two successful stat tests. (The Opponent becomes     the attacker) -   7. The Attacker is disqualified (The Opponent wins) -   8. The opponent is thrown out and does not make the ten count back     in. (The Attacker wins)

There are numerous types of action a wrestler may take while his opponent is standing, all with different conditions and possible results:

-   1. The Takedown: These moves do 100 damage (Plus trait damage if     necessary) and require a stat test to execute if the opponent is not     stunned. -   2. The suplex: Similiar to Takedowns, There are two types of     Suplexes: Pin suplexes and damage suplexes. All suplexes do 100     damage, and require a stat test to execute if the opponent is not     stunned. -   3. Standing Heavy Blow: Punch combos, kicks, elbowsmashes,     headbutts, lowblows, standard clotheslines, shoulder tackles,     dropkicks, chops, kneelifts. Basic brawling stuff. It requires a     target roll. The Targets are a list of twenty places to be rolled     with a twenty sided dice when a heavy blow is thrown. Once a target     is determined (misses do no damage, groin shots always do damage) A     force level is rolled, and to do damage, the attacker must roll a 4     or higher. Heavy blows do fifty damage (Plus applicable trait     modifiers) -   4. Standing submission: Submission holds on the whole inflict more     damage than anything else in the HCGS. Every three escape rolls, the     opponent takes 100 damage plus extra damage determined by the     attacker's skill level, and a chart for doing so is included on the     Quick reference card. -   5. Link moves: These moves do no damage, but set up an opponent for     one of the attacker's situation moves. These can include some     takedowns such as the snap mare and fireman's carry, moves that can     be done only when an opponent rolls an “Up and stunned” outcome roll     after suffering damage, Moves done from the corner, from the top     rope by either the attacker flying off of it or the Attacker     executing a Supertakedown from it, moves that are done when running     or “Charging” (These moves do +10 damage), moves that are done when     an opponent is charging the attacker after being “Irish whipped”,     moves done in the corner. Link moves are linked to the main     holdsheet by their activator, For example to irish whip an opponent,     a player must have “Irish Whip” in his main six rows of moves, and     roll that move. Like all moves, these link moves can be blocked or     reversed in the same manner as the rest. -   6. Botch moves: There are two. One is Show off (which gains your     wrestler 150 (more or less depending on the traits) energy back, but     denies him a blocking roll from the attacker) and Hit referee, which     can have effects ranging from nothing to a warning from the referee     to disqualification to the Referee's being knocked out for three of     the opponent's attacks (At this point, the opponent becomes the     attacker), to the referee engaging the wrestler in an argument,     (Settled by the opponent and the attacker rolling the dice to decide     who wins the argument. If the opponent wins, he becomes the attacker     while his opponent has no blocking roll against the next move. If     the Attacker wins, nothing happens). To determine which, there is a     referee roll chart on the quick reference card. There are six     options, so the six sided dice is employed. -   7. Foreign objects: The only action that can do damage and cost the     attacker the match. A referee roll is rolled by the opponent unless     the wrestlers are outside or the referee is knocked out. The referee     can warn the wrestler and take away the weapon, and it does no     damage. He can also disqualify the attacker and the opponent wins     the match automatically, he can also ignore the action, be hit with     the weapon, (Which not only allows the move to go unpunished, but     also makes the next three moves undisqualifable), Argue with the     wrestler as the rules above indicate. This Referee roll is done the     same was as above. -    It does 100 damage, but rolls into place like a heavy blow with     target and force level. When rolling a foreign object, one looks to     the quick reference card and see that there are 6 rows of twenty     sided dice. Roll the six sided dice like the holdsheet, and the     twenty sided dice to determine which weapon on the numbered row of     twenty is used. a referee roll is rolled by the opponent unless the     wrestlers are outside or the referee is knocked out. Foreign object     only require that the attacker be attacking.     After any move that deals damage, an outcome roll must be rolled. It     is also indicated on the quick reference card. There are, again 6     outcomes and barring trait modifiers, all outcomes are the final     say. These influence the next move of the attacker and the state of     the opponent. An opponent can be: -   1. Down and ready to block the next move (Opponent is considered     down) -   2. Down and stunned, unable to block the next move. Ignore the stat     test in this case, until the opponent's outcome roll allows him to     block (Opponent is considered Down) -   3. Up and ready to block the next move. Opponents in this position     are at their most dangerous. -   4. Up and stunned: This means the opponent is on their feet, but     unable to mount an offense for the next move. -   5. Injured. The opponent rolls his Injury dice, The Special     Decahedron with ten and its multiples. The subsequent number rolled     is also subtracted from the wrestler's energy.     If a wrestler is down, then the attacker moves to his down moves.     There are ten per wrestler, and are placed in the lower right hand     corner of the hold sheet (See the enclosed sample for details).     (Injured opponents are considered “down”) Like standard moves, Down     moves have many types: -   1. Down Submissions: They work just like standing submissions, but     require an opponent to be down, either stunned or otherwise. -   2. Down takedowns: There are a very few of these and they work like     takedowns. -   3. Heavy blows: Elbowdrops, fist drops, etc. They work like heavy     blows with similar damage. -   4. Link moves: The same as the standing moves. The down link moves     are Charge and climb ropes. They link to down charging moves and     down high risk moves.     Link moves: Initiated per the above scenario, Link moves have     certain moves that must only be done in that Situation. Every hold     sheet should have two sets of Moves activated by link moves. These     are positioned to the right of the Down moves list as shown on the     sample holdsheet. -   1. Standing charge: Both Attacker and Opponent must be standing for     this to occur. Charging moves are almost always heavy blows and as     such follow their rules damage-wise. Add 10 damage when doing damage     from a charging move. Charging moves are accessed during gameplay by     rolling a “Charge” link move on the Wrestler's standard moves. -   2. Down Charge: See above, but Opponent must be down and Attacker     up. Down Charges are accessed during gameplay by rolling charge on     the down moves row. -   3. High-risk moves: High risk moves do 150 damage irregardless, but     have the risk of doing damage to the attacker should he fail to hit     his target should he miss. High Risk moves are accessed during the     game by rolling “Climb ropes” On the standard moves. These moves     require the opponent to be up and the attacker to have rolled “Climb     ropes” Success is gauged by a target roll only, without the force     level. -   4. High risk down moves: Accessed by “Climb ropes” on the attacker's     down moves row, These moves do 150 damage, but the attacker takes     the damage should he miss. -   5. Supertakedowns: Accessed by rolling “Set on t.r (Top Rope)” on     the wrestler's standard moves. A stat test is required to do this.     Supertakedowns require a stat test like Suplexes and other     takedowns, and do 150 damage. They require two stat tests, but do     nearly twice the damage. Superplexes are not Takedowns. -   6. superplexes: Same as supertakedowns, but are all Suplexes and     follow Suplex rules elsewhere. Are also activated by “Set on t.r.” -   7. Corner moves: Activated by “Whip into corner” and require a stat     test. -   8. Throw out: This is an odd one, as it is the only link move that     does not require a list. Throw outs require a stat test, and do 200     damage when successful. When the opponent is thrown out, the     attacker can: Use his “out of ring” moves, or merely roll outside     and attack with his standard arsenal, as Outside the ring, move do     +10 damage. Or he can wait inside and let the referee count out his     opponent. This is accomplished by the attacker rolling a 10 sided     dice to symbolize the referee's ten count, and the opponent rolling     his 4 sided dice. The Attacker must get a ten (zero on the dice),     before his opponent can roll an even number on the pyramidal dice.     The referee has no say outside the ring, and thus weapons are     allowed without a referee roll. If both wrestlers are outside, there     is no count out roll. -   9. stunned moves: These moves may be accessed anytime an opponent is     “Up and stunned” There is no stat test for stunned opponents. All     damage is taken. -   10. Some moves may be activated by takedowns such as snap mare,     legdive, fireman's carry or press slam. A takedown or submission may     follow these. When used as link moves they still cause damage and     must be blocked like regular moves, as do the moves on this list as     required. -   11. Irish whip moves: Activated by “whip into ropes” on your regular     moves, the irish whip adds 10 damage to the move on that row that is     rolled when you succeed throwing an opponent into the ropes.

Character Creation

The real fun of the HCGS is Character construction whereupon players build and compete their own wrestlers in the action seen above. Construction is simple, but the strategy will take a lifetime to perfect. The reason for this is the traits, charactter statistics and ninety (sixty standard or “up” moves, ten down moves and twenty situation moves) moves for each wrestler, allowing players to construct their own character. This allows a massive amount of customization for any player. One need not be a wrestling expert to construct a winning formula.

First a quick glossary to make the instructions more understandable.

-   Wrestler name: Just what it says. The name of your wrestler. -   height: written as “ht.” On the holdsheet, it is how tall your     wrestler is. This is basically flavor text.

weight: written as “wt.” on the holdsheet. This is actually pretty vital, as your size dictates how fast your wrestler is. The larger the wrestler, the lower his speed statistic or “stat”. The scale below shows how that works. You gain 1 bulk point per 100 pounds your wrestler is. A two hundred pound man would have a bulk of 2, for example. The scale here shows how bulk affects speed. speed bulk 6 = 1 5 = 2 4 = 3 3 = 4 2 = 5 1 = 6

-    The Tradeoff here is that a wrestler with a bulk higher than 3     cannot do aerial moves, but can utilize certain traits. A small     wrestler may have less than his alloted speed, but one can never     have more than the allotted speed. -   Statistics: “Stats” You have twenty points to divide between:     Strength (str on the stats bar), speed, (Influenced by bulk and the     second stat you write in.), bulk (the first one you pencil in,     followed by your speed) skill (Deals extra damage on submission     holds) and Experience (Reverses holds). No stat may be higher than 6     or lower than 1, and you may only have one six, so choose carefully. -   Standard moves: These are the bulk of all holdsheets, making up     two-thirds of the moves a character has. Standard moves may include:     standing heavy blows, botch moves, link moves, takedowns, cheat     moves, suplexes. at least 2 show offs and 2 hit referees are     required, leaving you 56 moves to choose for yourself. These are the     moves a wrestler will begin his match with. -   Down moves: There are ten per wrestler, Mat Submissions, mat     takedowns, and mat heavy blows, cheat moves and some link moves like     climb ropes apply. Down Moves are accessed by your opponent rolling     a one, a two or a five on an outcome roll following a suplex,     takedown, heavy blow, supertakedown, high risk attack or following a     submission when damage was dealt out. As it infers, down moves     cannot be utilized at any time but when the opponent is down. Most     down moves also have outcome rolls, forcing the opponent to have to     keep rolling them in an effort to get to his feet again.

Auxillaries:

Several types of auxiliary move exist: (for explanations of these link moves, the section above.

-   1. set on top rope (supertakedowns and superplexes) -   2. stunned moves -   3. takedown activated moves -   4. throw out -   5. corner moves -   6. high risk down moves -   7. high risk moves -   8. down charge -   9. standing charge -   10. irish whip -   11. Charging moves     Certain stats work better for some moves, defense wise. Strength     works better defending against takedowns, speed works in a number of     ways, but is particularly good for keeping a larger wrestler from     getting a hold on a smaller one. Bulk is a good way to counter most     moves, but disallows you to use aerial moves if you have a 4 or     higher in it. Skill adds damage to submission holds and is effective     in countering everything else. Experience can reverse anything but     heavy blows and cheat moves.

The real challenge of the HCGS is the creation of wrestlers. How your wrestler performs is not indicated on how well you can roll dice, but on how well you build characters. As a result, The key to this game is how well you understand and employ a given set of items, according to a written set of rules. 

1. A Game mechanic utilizing two sets of at least six die and the hold sheets on claim
 2. Each player should have : one four sided dice, one six sided dice, one eight sided dice, one ten sided dice, one twelve sided dice, one twenty sided dice. The Most common dice used are the six and ten sided dice, as only the first 6 rows of moves are directly accessible in gameplay. The others rely upon Situations of various types, from the opponent being off their feet, to the player being on the top rope, or any other non-standard situation. The 6 refers to which row, and the ten to which move on that row on the hold sheet. The Players roll the Twenty Sided dice to see who goes first, and the highest roll is the attacker at the first of each game. The balance of power can be explained in a simple equation: Damage=−energy taken from a player as a result of having moves done on him, and energy=what he has before the moves are done. Most moves do damage, but they can do other things, such as change your location in the fight zone, or allow you to strike from a different angle and thus increase the damage you inflict. Victory cannot occur, bar a “Sudden Victory” move executed successfully, A Countout (In variations where a Dice-controlled Referee is employed), or if the Same “Referee” Disqualifies a player for using Illegal moves (Moves that are part of the game, but controlled by the actual rules, all of which risk a disqualification by the “Referee”). or when a player is outside when his opponent rolls a 10 on the countout roll, or until all the energy is gone from one player, and they are either pinned or have a submission hold deal damage to them after they are down to zero energy. So then, the object of the game is basically to drain your opponent's energy so you can set him up for A special “Finisher” and win the match
 2. “Hold Sheets” Normally consisting of up to up to six numbered rows of from 4 to 20 numbered “Regular” moves, at least 1 numbered row of “down moves”, two or more numbered auxiliary rows of “situation” moves, Character Stats which equal 20 when added together, and divided 1-6 among five areas, usually Strength, speed, bulk, Skill and Experience. For the purpose of avoiding overkill, Each Player is allotted only one six and no player may have less than 1 in any stat. Also, the bulk and speed stats correlate in the following manner: Bulk speed 1 = 6 or less 2 = 5 or less 3 = 4 or less 4 = 3 or less 5 = 2 or less 6 = 1

This is done to for the purpose of credibility, so as to prevent wrestlers with a high bulk rate from performing aerial moves. Some moves may have restrictons based on the stats of the character, for example, some moves may have a speed requirement. Stats are used in both offensive and defensive capabilities. When a player is attacked, he or she chooses a Stat (Usually the strongest) and rolls a dice that corresponds to that stat. On the defensive side, the Stats are used to block moves and in the case of Experience, Reverse it. The Rule of thumb is “The Higher the stat, the bigger the dice.” The winner of the dice roll (The one with the highest roll) has blocked or reversed the move if defending and has executed the move if attacking. Also included here are the Traits, abilities that can either add damage, reduce damage taken, prevent the Referee from disqualifying the player, or make it otherwise difficult for the opponent to win. Each Hold sheet gets two of these. The Moves are chosen by the player from a glossary of the various move types found in the manual, and incorporated as required, into the hold sheet.
 3. A method of claim 1 that uses a dice-powered referee to arbitrate in-play, rules-controlled “illegal moves”, designed to simulate “Bad guy” characters.
 4. A Method of claim 1 that uses a dice-controlled “outcome” roll to decide the effectiveness of moves.
 5. A method of claim 1 that uses a dice-activated list of weapons to augment the “Hold sheets” of claim 2 during gameplay.
 6. A method of claim 1 that allows four players to participate simultaneously.
 7. A Method of claim 1 that uses a dice-powered target list to more properly gauge the location of certain moves.
 8. A variant of claim 2 that uses “traits”—Special modifiers to the standard play mode, to enhance the playability of the same.
 9. A Variant of claim 2 that uses five or more stats to enhance gameplay, add to the defense and offense of the player, improve the strategic construction of the same.
 10. A Variant of claims 1 and 2 that involve both being made on a video screen for a console video game system and/or a personal computer.
 11. A Variant of claim 2 that uses a Computer program to set up the “Hold Sheet” and print it up for convenience. 